Stellaris

Stellaris

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Kek's Origins (4.2.*)
   
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6 月 18 日 上午 12:41
11 月 26 日 上午 12:33
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Kek's Origins (4.2.*)

描述


If you are pairing this mod with Planetary Diversity, please subscribe to this mod. Kek's Origins - PD Patch

Any further compatibility concerns, please refer to this discussion. !!!OVERWRITES!!!

DISCLAIMER: I'm a solo mod dev and bugs may slip through, please report any issues so I can fix em as soon as I can.

RETURNING PLAYERS: The Synthetic Overseer origin is temporarily disabled as it undergoes reworks. Civics have been removed and will return in a separate mod: Kek's Civics.


Zro-Touched
Marked by a powerful psionic presence, your empire begins with a natural Zro deposit on its homeworld and a ruler gifted with unnatural insight. Shortly after the game begins, you'll be asked to choose a Shroud-born patron to guide your future.

Grants Latent Psionic to your species, the Chosen One trait to your ruler, and early access to Zro Distillation and Psionic Theory. Blocks all other ascension paths except Psionic Ascension.

Codominant Evolution
This civilization was not built by domination, but through shared growth. Two species, one homeworld—united not by conquest, but by coexistence.

Starts with two organic species. One holds Full Citizenship and makes up half your starting population, including initial leaders. The homeworld features the Prosperous Unification modifier.

Grants +1 Available Envoy.

Blood Court
This origin forms a ruthless federation, united by the sole purpose of purging all who do not belong. You begin as the federation leader, with handpicked members that share your genocidal intent.

Grants leadership of a Genocidal Federation, replaces Guaranteed Habitable Worlds with allied federation colonies, and starts with Federation Code technology.

Hive Amalgamation
This hive has fully consumed its homeworld, reshaping every surface into pulsing biomass and synaptic growths. No identity remains—only the will of the collective.

Starts on a Hive World with the Neural Clot planetary blocker. Depending on species type, the capital also contains either Organic Slurry (bio) or Crystalline Slurry (lithoid) resource deposits.

Secluded Paradise
This empire was born in isolation, its paradise untouched behind a lone wormhole. Now it emerges to face the galaxy.

Start on a size 18 Gaia World with rare planetary features, alongside a colonized Gaia moon (size 9) with similar traits. Your empire has Gaia World Preference and spawns within a secluded cluster linked to the galaxy by a Strange Portal.

Terraforming Pioneers
Before discovering hyperlane travel, this empire began terraforming efforts on a nearby world after detecting signs of water below its surface. Though crude at first, the project endured—each generation pushing the process further.

Start with a size 16 Ideal Planet Class World with 400 pops, under an Ongoing Terraforming modifier. Habitability improves over time as the Terraforming Initiative Situation progresses.

Planetary Metropolis (NEW)
This empire's homeworld is a sprawling, interconnected network of cities, each a hub of industry, culture, and governance.

Starts on an Ecumenopolis with a Malfunctioning Arcology and 2 Subterranean Recycling Complexes. Gains a unique deposit based on empire type: Fast Food Industries (Organic), Edible Tectonic Industries (Lithoid), or Civilian Fuel Processor (Machine).

Tristellar Pact
Begin in a trinary star system with three colonized worlds, each home to a distinct species united under your rule.

Start in a Trinary Star System with Three Distinct Planet Types. Each world has a unique, randomized native species with Full Citizenship. Empire Size from Planets: -15%

Heaven's Bulwark
This civilization prioritized orbital defenses in the early stages of their spaceflight. A fortified ring was established around the homeworld to secure orbital space before any interstellar expansion took place.

Start with a Tier 2 Orbital Ring around your capital.
Additional Technologies: Orbital Rings
Orbital Ring Initial Build Cost: -30%
Megastructure Build Speed: +5%
Starbase Defense Platform Capacity: +4

Ascendants
From the beginning, this civilization stood apart—driven by vision, ambition, and the will to transcend. Their clarity of purpose shattered limits that others still accept, uncovering truths long hidden from the rest of the galaxy.

Start with Ascension Theory already unlocked.
Grants +30% Governing Ethics Attraction and +10% Monthly Unity.
热门讨论 查看全部(2)
2
6 月 22 日 下午 2:38
置顶: Bug Reports + Known Issues
 Kekadoodle 
0
6 月 18 日 上午 12:53
置顶: !!Overwrites!!
 Kekadoodle 
60 条留言
Red Skull 12 月 3 日 下午 3:07 
@ Kekadoodle  Awesome man
 Kekadoodle   [作者] 12 月 3 日 下午 2:58 
@Red Skull Yeah you’re totally fine to do that.

@perl I’m sticking with the current setup since random Blood Court spawns were unpopular in previous versions. You can still create an empire yourself and set it to force-spawn, though.
Red Skull 11 月 30 日 下午 2:07 
@ Kekadoodle  Have pre-made a compatibility patch for my mod and Sol Wordshapers, Want to give it a final pass or permission for me to upload? Thanks!
perl 11 月 19 日 下午 5:57 
Can you enable a chance for the AI to spawn with blood court again? Base weight of 1 would be sufficient!
ItsDaKoolaidDude 11 月 19 日 上午 4:29 
@Kek Thanks for both the reply and suggestion, for now I've simply had both disabled and messing around with the modlist to prevent any further save corruptions that were occurring, the conflict between this and MindWardens being among them.
 Kekadoodle   [作者] 11 月 18 日 下午 11:30 
@ItsDaKoolaidDude I understand what you’re saying. I’ll have to upload a patch, it’ll come later in the week. For the time being, try putting this mod before Mindwardens Plus in your load order. It might work as a temporary solution, might not but it’s worth a shot.
ItsDaKoolaidDude 11 月 16 日 下午 2:16 
Getting a bit of confliction between this mod and MindWardens Plus mod, as there's undefined variables in the ascension path checks. And its appearing as missing/null values in zzz_00_ascension_paths
any chance for a default variable or guard for missing flags?
 Kekadoodle   [作者] 10 月 17 日 上午 3:13 
New update released!
If you’re curious about all the changes, check the Changelog .
 Kekadoodle   [作者] 10 月 9 日 下午 4:57 
@fairyheart What issue did you run into exactly? The only thing I’ve seen is that some map sizes spawn the unique systems more reliably than others. It could be the other way around, but I’m pretty sure on larger maps they can accidentally blend into existing systems while the hyperlanes still spawn isolated. Passed that, I haven’t run into anything else in testing, so if it’s something I missed please let me know.